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The attacking player, who must attack with at least two colonist/pirate counters, rolls the Combat die, which will indicate either how many
Attacker or Defender counters must be removed from the board. The Attacking player can continue to attack until either the Attacking player decides not to spend
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The player can attempt to conquer an area that is either unclaimed by another player or already conquered by another player by spending one Action Point to move at least two colonist/pirate counters into the area. This initiates combat with either the indigenous people or the player who already
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reviewed the original edition, and pointed out that an aggressive strategy that was not foreseen by the designers might give an advantage: "I think the designers must have been a peaceable lot, because the simple tactic of jumping your opponent at the start of the game and nicking his ship was
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If a player is able to move a counter onto a space on the central island, the player can spend one Action Point to roll the gold die and the indigenous peoples die to see how many of each are found in the area. A corresponding number of counters are placed in the
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If a ship was attacked, any goods on the captured ship remain on the ship unless moved to another ship by the attacker. If the attacker removes all their colonist/pirate counters from the captured shipo, it is considered sunk, and is removed from the board.
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In the third edition of the game, players can use Action cards at any time with no cost in Action Points. Although each player starts the game with two cards, players can buy an additional card during their turn for 2 gold and 2 Action Points.
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was designed as a game of colonisation by
Philippe des Pallieres and Patrice Pillet, and was published in 1986 by Jeux Descartes. A second edition with revised and corrected rules was also published by Jeux Descartes. A third edition, titled
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In the first and second editions, the players play island nations on the edges of the map seeking to colonize a central island. In the third edition, each player is a pirate captain who is seeking buried treasure on the central island.
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Each player chooses one of four colors, and is given 18 colonist/pirate markers, which are placed on the player's home island. Each player also receives two ships which are placed next to the player's home cities.
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is a game of maritime exploration and world domination for 2â4 players. Each player plays one of four island nations who want to explore an island in the center of the board.
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If it is an area that was attacked, the area is marked with the player's color, and the conqueror moves any gold to one of the player's colonist/pirate counters.
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any more Action Points on Combat die rolls; or the
Attacker is reduced to only one colonist/pirate counter; or the defender's counters are reduced to zero.
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Ships, which can hold a combination of 10 Colonist/Pirate counters and treasure counters, can be moved one space for one Action Point.
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ignored. The advantage is with the attacker in even battles. If you lose your ship and you haven't any gold, you're 99% finished."
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If a player's ship is adjacent to another ship, the player can attack the other ship. Each combat die roll costs an Action Point.
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Colonist/Pirate counters can be moved from one space or ship onto an adjacent space or adjacent ship for one Action Point.
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If a player reaches a city or trading post, the player can convert gold into new colonists/pirates for one Action point.
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published a third edition in 2001 that changed the theme of the game from colonisation to treasure-seeking pirates.
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On each turn, the active player has ten Action Points that can be used in various ways:
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230:, Claudia Schlee and Andreas Keirat were not impressed by the third edition of
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In the third edition of the game, each player also receives two Action cards.
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three special six-sided dice, one each for combat, indigenous people and gold
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won the 1986 "Concours
International de Créateurs de Jeux de Société".
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own three trading posts in addition to their original home island
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in 1986. After Jeux
Descartes published a second edition,
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The first and second editions of the game come with:
180:In order to win the game, a player either needs to
101:The third edition adds a deck of 55 Action cards.
359:"TĂȘtes d'affiche | Article | RPGGeek"
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187:conquer four cities owned by other players
25:Cover of 1st edition, Jeux Descartes, 1986
332:Schlee, Claudia; Keirat, Andreas (2010).
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226:On the German game review site
417:Board games introduced in 1986
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91:eight 2-masted metal ships
373:"Jeux & stratégie 43"
292:(May 1987). "Open Box".
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265:The first edition of
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422:Jeux Descartes games
253:Jeux & Stratégie
192:Publication history
85:300 plastic markers
176:Victory conditions
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140:claimed the land.
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375:. February 1987.
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248:#37 (April 1987)
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340:(in German)
334:"Aramada 3"
295:White Dwarf
245:Casus Belli
215:White Dwarf
50:Description
411:Categories
396:2021-05-09
344:2021-05-09
338:Spielphase
273:References
228:Spielphase
88:150 tokens
36:board game
16:Board game
208:Reception
64:Eurogames
58:Cover of
44:Eurogames
202:Armada 3
60:Armada 3
238:Reviews
197:Aramada
267:Armada
261:Awards
232:Armada
151:Combat
105:Set-up
71:Armada
66:, 2001
31:Armada
218:#89,
136:area.
34:is a
256:#43
212:In
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